/Engine/Plugins/AI/MLAdapter/Source/MLAdapter/Public/Managers/MLAdapterManager.h
The manager of the MLAdapter system. Sets up the RPC server for communication with remote client. Based on settings, creates and ticks theUMLAdapterSession. Tells the UMLAdapterLibrarian to gather its classes. A singleton instance is setup automatically during OnPostEngineInit if this plugin is included.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient) class UMLAdapterManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject), public [FSelfRegisteringExec](API\Runtime\Core\Misc\FSelfRegisteringExec)
uint32:  1
bCommonFunctionsAdded
FDelegateHandle
BeginPIEHandle
uint32:  1
bTickWorldManually
EMLAdapterServe...
CurrentFunctionMode
uint16
CurrentPort
uint16
CurrentServerThreads
TArray< uint8 >
Data
FDelegateHandle
EndPIEHandle
TObjectPtr<UWo...
LastActiveWorld
FMLAdapterLibra...
Librarian
FOnGenericRPCSe...
OnAddClientFunctions
FOnGenericRPCSe...
OnAddServerFunctions
FOnGenericEvent
OnCurrentSessionChanged
FDelegateHandle
OnGameModeInitializedHandle
FDelegateHandle
OnGameModeMatchStateSetHandle
FDelegateHandle
OnGameModePostLoginHandle
FDelegateHandle
OnPostWorldInitializationHandle
FDelegateHandle
OnWorldCleanupHandle
EMLAdapterServe...
RequestedFunctionMode
TObjectPtr<UML...
Session
int32
StepsRequested
Is the manager is in 'manual ticking mode' (where external client is responsible for progressing the world sim by calling 'request_world_tick' function) the simulation will progress by StepsRequested ticks before pausing
float
WorldFPS